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Showing results for 'Vehicles'.
Found 41868 results
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I am very much in favour of persistence in the game, be it bases, vehicles and tents. However, one thing that comes to mind, are the gasoline cans (Jerry Cans), they really should be persistant. Not only would it be beneficial for actuall game play, they also look really cool. I would love to be able to put a few around my barrels. When we are talking about containers, I have been thinking of ammo crates (not the small we have now) but larger ones. Weapon crates, what ever crates really. The use could be extended for base building, lets say that you could stack them, fill them with sand or to create walls (just like I hope that you will be able to do with barrels).
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Some sort of more realistic storage would be most welcome. And I agree, the barrels and tents really need to have larger capacity. The same goes for vehicles. I mean, the lorry... especially with a flatbed, it really should be able to hold unlimited with crap. One thing that we have been discussing, is if it would be possible to bar up a house, make it a base, then you should be able to store almost as much as you want. I mean, even a small apartment could hold more than we can ever forage in game :)
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There really must be a balance. We are depicting a modern world, with an abundance of prefab food laying around. If we depopulate an area, lets say for instance the suburb outside of Stockholm (Sweden) where I live, and we do it very fast with a zombie infection, I am quite sure that there would be plenty of canned/dryed and other means of preserved food around, for quite some time. Also common medications, like bandages, bandaids, penecilin etc. However, it will, naturally decrease in number during time. But still, an area as large as this would provide for me and quite few others for a long time. Gas stations would have gasoline and other other necessities for keeping vehicles running and so forth. Even if I, lets say, after quite some time, had to move out in a rural area, there would still be stuff around, more than you would think I belive. I am not against the survival aspect, on the contrary, but we need to give it time, let the devs work and tweak the system, work on tools for us to use. As allways, remember that this is a game in development, and I forsee (insert Emperors voice) a rather good future for this game, with a nice and balanced (game play wise, so it doesn't turn in to a farming sim) system where you forage and farm/hunt in a team work oriented way.
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<< = The Helpy Helpers: For Mercy or Mayhem >> - 208.167.250.211:2302
eno replied to schwaBAM's topic in Servers
Yeah we've pretty much just ignored vehicles unless we find one that's almost complete and have missing parts on us. even then vehicles are in a state that is barely playable. The desync from anything but the drivers position is just idiotic, and watching a vehicle from a distance (i.e.: 50ft or more) renders only the husk of an unfinished vehicle with no driver or passenger until you get closer than that. Vehicle on vehicle is as clunky and awkward as Irish on Irish porn and the mechanics of actually driving a vehicle what with the status of tires etc is embarrassingly bad. But with all that said as shitty as that all is it's still better than shift-w -
DayZ, episode 11, how not to fly! In this episode of my DayZ Gamplay / let's play series, zTraction, Blinkeh and I are in the Arma 2 DayZ Mod in which we find several air vehicles! From trying to pilot Heli Carriers to Bi planes, with the odd fire fight in between, we show you how not to fly! If you like this content be sure to show your support by leaving a thumbs up, subscribing, add this video to your favorites and of course commenting on what you thought! Been a while since I uploaded but I felt I wanted to focus on quality rather than quantity. All for now and as always, stay safe. The Video: DayZ Gameplay Series: https://www.youtube.com/playlist?list=PLzPWiuWzyGy_Eq3x86Ux-3X_z4g6C4eSD DayZ Shorts Playlist: https://www.youtube.com/playlist?list=PLzPWiuWzyGy_1s9_aq8XM6cHKT0_yYfRU
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1500 posts isn't exactly low, though. The alpha card has its place. DayZ is indeed in alpha, and vehicles do not yet work as intended - this should be taken into account. The V3S has always been a bit shitty. I only drove the V3S in the first patch it was released, whenever that was. Even then it was pretty tough going up hills. I think part of the problem is the physics system - there's very little in the way of friction, and it seems pretty rudimentary in general. I imagine that once vehicle physics is improved (I assume that's on the cards) the V3S, and vehicles in general, will perform a lot better. For now, yeah, just avoid going up hills if possible until you generate some good momentum. Easier said than done given the awful acceleration. Well, a lot of suggestions people make are pretty shit. Most shitty suggestions are posted by people who only have a couple of posts. People who have been around a while tend to have a pretty good idea of how DayZ will turn out. When somebody comes along and says "I want an island that's 3 times the size of the original map where all the buildings are made out of AS50s" the people who get the direction that DayZ is taking will tend to criticise that suggestion - and those people tend to be the ones who have been around a long time and have a lot of posts. Of course not everybody who has no posts is completely new to the game, but it seems to be a pretty common theme. Sometimes suggestions are considered to be unrealistic goals, but remember that most people here are not game devs and they do not necessarily know what can and can't be done. They can probably make an educated guess, but you shouldn't get too upset about it. If somebody tries to tell you that your suggestion is unfeasible, either try to disprove them, or guide the discussion towards something that people agree is a realistic goal.
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Oh, ohhhhhhh, you...... you sure put me in my place. That ...... that you did, sir. I am right mollified. ..... PPPPPFFFFFFFFFFFFFFFFFFFFFFFFFFFFFTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT Oh good Lord, that was beautiful. 1 ) you actually don't have a "right" ( AHAHAHAHAHA, seriously?) to be pissed at the game, considering how every time you load up the game, you have to click on a statement that basically says "I excuse any sort of problematic design conditions, bugs, instability, due to the game being in FUCKING ALPHA". That little statement right there, which you cannot skip over or otherwise ignore, makes almost anything you can complain about in the game moot, until it gets removed. 2) Vehicles being all sort of fucked is, well, a bug, and has been known about for quite some time. It doesn't happen in every game, to everybody, but it happens often enough to the point where I have read 5+ threads on this very issue ever since .60 has come to Stable. Have ...... have you actually filled out a bug report, like us Alpha-testers are supposed to do, instead of running to the forum and slinging your sand-filled genitals everywhere? Seriously, at this point in Development, Day Z isn't technically even a game. I have the feeling that something like 99% of this forum shouldn't have been granted access to the EARLY-ACCESS ALPHA, which the game is STILL IN at this very point. Let me fill you in on the stereotypical game development process, in case you weren't otherwise aware: 1) Alpha. Insert all the mechanics, models, all the game shit. Don't bother fixing most bugs, because they are just going to get reintroduced by adding new stuff 2) Beta. When the game is "feature complete", aka when everything that will be in the game is in the game, start fixing bugs. 3) Release. Obvious Day Z is on a modified version of that cycle. Tell me, which stage are we still in, and what stage are we likely to be in for some time? I'll wait. Believe me or not, but I have many (many) problems with Day Z as well, I just don't run to the forums and complain about known bugs and demand they get fixed. V3S's being slow as shit and Sedans being made of Plasticine doesn't actually impair the playability of the game all that much, no matter how much you twist your panties.
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as long as this game has the 'alpha' tag.. people will blow that horn in your face.. because they seem to get over with the devs better.. cutting them slack after slack after slack 'because alpha' people like whyherro don't understand 'why' people get pissed off and tired of things not working when they should.. vehicles? when are those in (no idea) vehicles? when will they work? (probably never) not even mentioning choppers.. you're flying along.. getting the hang of the controls.. out of the blue.. you're teleported towards elektro.. 'allahu akbar' random apartment building infront of you.. (explodes) or you're flying and all of a sudden the chopper nose dives into a pond because it was thirsty.. the joys that would bring online.. I can already smell m.
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Will we see more Arma tech being merged into the Enfusion Engine in the future like firing from vehicles ( i guess this is really needed), Scuba Diving ( just a cool feature) , Slingloading ( lifting cargo containers or broken vehicles to base would be awesome), vehicle in vehicle transport (having a bike or dirt bike in the back of the truck or bus)? Just curious since this new engine will be I guess the new engine for BI games in the future ( A4 ) anyway :)
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Contents This Week Dev Update/Hicks Dev Update/Peter Community Spotlight Dev Update/Hicks Greetings Survivors, This week the Status Report might seem a little thin for those who follow development closely, as not much new has occurred between Friday when the presentation was held, and today. Focus is on recapping the stuff shown at RTX 2016 covering .61 and what we can expect for it - but aside from that we have some updates on current Stable Branch hotfix, some new renders of work in progress animations for the first of our predator animals, wolves, and Peter talks to us about body temperature and how it impacts DayZ gameplay. Current Stable Branch Hotfix goals are: - Known Server Crashes - Item Duplication Methods - Animation State Issues - Tent Lifetime Refresh - Spatial Orientation for Vehicles A couple key things to note on the above list: Tent Lifetime Refresh is currently not functioning as intended on stable branch, meaning you are only able to refresh the lifetime of placed tents by packing and unpacking them. Intended functionality on these is to match the current behavior of containers such as barrels, and backpacks - which refresh their lifetime whenever an item is moved inside the inventory of the container. In regards to Spatial Orientation for Vehicles - the hotfix we're working on here should resolve complaints of vehicles not persisting. As current stable branch behavior does not properly save the directional orientation of the vehicle on server restart, in some cases this can cause the vehicle to be destroyed and cleaned up. In addition, we've uploaded some animated gifs of .. oddly enough.. animations of the upcoming wolves to our Trello board. If you're into that sort of thing, go check it out! - Brian Hicks / Creative Director Dev Update/Peter With the release of DayZ 0.60 stable version there was a bit of misunderstanding regarding the body temperature mechanic and considering it currently as bugged since characters can reach hyperthermia state in a very short time which wasn't the case in the 0.59 version. I would like to point out to those who aren't aware of it, that the engine which DayZ runs upon is capable of marvelous things that aren't obvious at first sight. Trajectories of sun and moon (even it's phases), star positions, tide heights, complex weather forecasts with air temperature, wind, newly added fog and other game world subsystems directly depends on the time of the day, date and geographic coordinates configuration. While geographic coordinates is tied to the map itself and cannot be easily changed, date and time is exposed in the server configuration so admins can change it freely. Unfortunately, date and time is not separated in the configuration file and the easiest way is to set it to the system date and time of the server itself especially to get more variety in time of day across the servers, and as most servers aren't running in the past or in the future, that's where things like the body temperature mechanic which is connected to those settings can seem off, even if it behaves correctly - I bet most of you will be overheating and sweating while sprinting hundreds of meters in full gear, long clothes and with gloves, masks, vests and helmets on top of it all in summer weather with air temperature around 30°C. As DayZ is visually set in eternal autumn it makes sense that this mechanic is balanced to that time of year, where nights are actually cold and days can be anywhere from a bit warmer to quite chilly depending on the forecast, not to mention plenty of foggy and rainy days. Of course, it could be hard-balanced without taking weather and air temperature into consideration, however, it would be a step backwards considering that DayZ will be open to modding and there being possibilities for us to expect maps in different times of the year and geographic coordinates - jungles, deserts, mountains anyone? To allow more control over it we are going to tear apart date and time in the server config so the date is not affected when the system time is used by admins. In the meantime, there was an offset applied in the calculation of body temperature for the experimental version so it behaves more according to the visuals of an autumn environment instead of an actual summer date set in the server config file. Now is a good time to unveil a bit more regarding the temperature feature, even if it's obviously quite low on the priority list now. Many of you noticed there is heating up and cooling down of item temperatures already present in game. This can be used to affect the body temperature of your survivor as heat packs, and even improvised ones like cans heated up in fireplace embers, will raise the body temperature while cold items will lower it. We are going to add more purpose to handling temperatures by making food perishable, especially raw meat alongside with blood bags. With plenty of refrigerators in houses or at junkyards you will be able to store food and blood bags safely to keep their expiration under control after you connect the fridges to an electricity system. The addition of cooling box containers will help you to carry food and blood bags around in fresh condition and ready to use. Considering food as one of the most crucial things for survival and with lowering of the amount of non-perishable food in the world towards the end, it will lead to promoting interesting approaches to gameplay for both lone wolfs and groups alike, as it will offer short time solutions of immediate consumption balanced against long term solutions with incorporating electricity usage at barricaded houses, camps, and bases during the times of need. Stay cool... see you in Chernarus folks! - Peter Nespesny - Lead Designer Community Spotlight Another couple of weeks have passed, and we have again received a good amount of bugs via the Feedback Tracker. Regularly, we still see quite a few reports on player characters having lost their gear, and we do have a set of repro steps for this bug: 1. Join a server. 2. Go to any M4 handguard laying on the ground. 3. Take M4 to your hands. 4. Swap handguards on your M4 with handguard on the ground via action menu or by drag-and-drop. 5. Relog. 6. Notice that the character is missing all the gear except for the M4. If you experience loss of gear in any way different than with the repro steps above, please do let us know: http://feedback.bistudio.com/ Of course, we also have a video to highlight. This time around it's a video made by: PolishedGuy Also, in case you tend to find yourself a bit on your lonesome when roaming around Chernarus, BarelyInfected has a meeting event coming up on July 16 at 22:00 CEST. Have a look here: If you also have an event coming up in the future, just let us know via our DayZ Forums and we'll help spread the word. Header image kindly provided by: wstdsgn. Thanks as always for all your help and support! - SMoss / Community Manager
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<< = The Helpy Helpers: For Mercy or Mayhem >> - 208.167.250.211:2302
Hokares replied to schwaBAM's topic in Servers
Ah they actually ended up taking the backpack I think? It was an upgrade, and I had two, so I figured why not. Our group does tend to like getting vehicles running, so it wouldn't be a first time getting shot at in a car >.< Luckily we were never really hurt. As the gatherer /medic of our group, its in my interests to replenish lost items and food, so I suppose my alignment towards non-violence makes sense in that light. The others are a bit more violent, though I know RoNin is usually friendly as well (unless in a hostile environment). As for the gear jamming T_T You may have been hearing me struggle. I am officially the worst at operating vehicles in this game and you cannot pay me to drive them. lol As someone relatively new, I only struggle with 1) understanding heat values of clothing and the effects of water on clothing and 2) knowing how to cure the different types of sicknesses that people get. Specifically when to use tetricycline antibiotics, when to use charcoal tablets, and when to use a syringe to inject antidotes. Usually if anyone in our group gets sick its just, eat a bit of each pill. XD I've done my fair share of experimentation with chicken, and I've concluded that its a bad idea anyway you go about it. That idea to do a bounty seems like a fun idea, I'll just be hiding behind some trees. >.> I will definitely be leaving some trolly notes around, haha, though I don't really have the protector cases to spare. -
I don't code, but from what I understand bugs can be created by new content very easily. If you're constantly fixing bugs as they pop up you'll be doing just that - constantly fixing bugs. They fix the bugs that make the game literally unplayable, but for the most part they get ignored - which makes sense. Old bugs that everyone knows and loves - like dying randomly on stairs - will likely be resolved by the new player controller. There's no point wasting time fixing a bug if it's going to be made redundant soon™ anyway. Yeah I'm a lot like you. I just tend to wait between updates, or play so irregularly that I don't get bored with it. I know a lot of people plough thousands of hours in, but I've not even got 300 hours in yet, and I've played every patch since December 2013. I think most of my time in-game has been over the past 12 months or so, since my mate bought it... and probably many hours spent on the .60 server menu... I don't like the UI at all. I hope - in fact I'm sure - that it's temporary. It uses space just... horribly. It works pretty well, like technically, but it's not well designed. So far I've not bothered with vehicles or camps. I drove a V3S when vehicles were first introduced and I put something in a barrel once. Until it's more robust, that'll do for me. As I understand it, zombie numbers will increase dramatically at some point soon™. This means that the food found in town and cities will be much harder to get a hold of, making hunting and foraging and so on a more attractive option. But yeah, for now there's not really any point in hunting. Zombies are much better now. They don't glitch through walls (though they can be a bit funny if you close a door on them), they'll be able to knock downs doors and stuff at some point and they can already hop over walls and other obstacles. Couple all that with more of them and they should be pretty lethal. There's still a lot of work to do, but I think people are starting to get a good idea of how DayZ is shaping up. Certainly the massive improvement to performance has made people a bit more positive. However, even though I'm the sort of person who would defend DayZ's development pace as being pretty normal in the grand scheme of things, I hope we don't have a .60-style wait for .61.
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The Melee combat....Worst shit i have seen in any game.
Avant-Garde replied to Evilsausage's topic in General Discussion
Oh hello Mr. SMoss! Nice to hear a dev word about the subject, as I thought it was a forgotten subject even. But Mr. SMoss, realisticaly speaking, wouldn't it take a real long time to implement and test a solid melee mechanic? Its not even mentioned on roadmaps or devblogs. My point being: melee is something as complex as idk, vehicles or deseases maybe, due everything that must be added then balanced and we barely hear about it, I know that you guys plan to work more on melee mechanics, but what are the plans? What do you guys plan to do with it? What mechanics are planed to be added etc, I feel that there are no solid information about it, as we don't know even the concept of the melee combat you guys want to archive. Like, will it be somehow like Chivalry, where you have a turncap for attacks and you must time and angle your "parry" correctly? Or will it be simpler like M&B? Or even, are you guys planing to do something singular for dayz, like a mix of known melee mechanics that fits the engine limitations etc? --- In my experience in melee games Mr. SMoss, melee fights don't last long enough. They usually end in less then a minute due how fast people attack each other, and this experience is in games that has slower attack aniations then DayZ. If fatigue is supposed to affect melee, then imo it should be something that for example, punish you if you miss attacks. So you try to hit someone, miss, you take a big stamina damage. If the attack lands, no or very low stamina damage. What would affect greatly melee combat is a turncap when your swing animations are dealing damage, so you can have this "momentum" thing that doesn't allow people to become goddamn helicopters while swinging; slower movement from characters as well, so you can actually hit something and running like a headless chicken is no longer a thing; and clearer attack animations. Notice that Mordhau video, swings has sort of a nice shader that calls your attention to the fact that the swing is dealing damage exacly where the weapon is going through, it kinda draws the damage tracer in a suble way. This helps people visualise what is going on and how they should be aiming. Even if a parry mechanic is not something realistic for DayZ due descincs etc, these three changes would already make melee combat more pleasant because you would be abble to understand what is going on, although it would still be a spam-and-run fest because only defensive manuever you have is to run. Now, a parry mechanic would do wonders, parry mechanic by itself, even without those factos above, would already drastically change how melee plays on DayZ, even with people running fast as they do.A parry mechanic is useful for regaining initiative in a melee fight, it is what breaks with the spam logic. But for it to work this way, some sort of "ripost" mechanic, or a "recovery state" on the attacker's end is needed, so when someone parry a attack he can gain back initiative and force the attacker to go defensive. Otherwise the attacker can just keep spaming and forcing his opponent into defensive, that can do nothing but run like headless chicken, which kills the whole point of a parry mechanic. Parry mechanic + riposte or recovery state would kill the immersion breaking run-and-spam fest that is melee nowadays, because if someone attacks me, I parry and he tryies to run, I'm gonna riposte on his back big time, or hit him due this "recovery state", where he loses speed for a really small fraction of time after being parryed. It forces people to stand and read carefully your next move after being parried. All this increases the need for good animations though. Good here means well telegraphed. One must know clearly when the attack is going to land, clear animations provide this. Chivalry, Mordhau and Mount & Blade also have sort of a HAAAA, IAAA sound characters make when the attack starts to deal damage (in Chivalry its called "release phase"), so you can really know when its going to hit you and you can react properly. And all this on the PVP aspect, the relation betwen player X zombies would change big time as well imo, as it wouldn't feel like bullshit fighting zeds with melee weapons because you can deffend yourself. You guys could make zeds to "feint" attacks lmao, it would be hilarious to see poor little noobs having a hard time read wtf the zed is doing, and also it would still make them formidable foes, but in a more fair way then the bullshit it is now. I say its bullshit because you can do nothing about it but take the hit to the face, its quite unfair and frustrating tbh. Sorry for the long text man, its that I'm a real melee enthusiast, I would LOVE to see good melee combat in a game like this -
A Few Thoughts On.. (Loot Economy, Protecting the Vanilla Experience, etc..)
BAHADIR replied to Hicks_206 (DayZ)'s topic in News & Announcements
He explained very well. And even tho he explained all details what DayZ will become, I see some kids still couldnt learn how to survive on the coast and moaning about "Dam your zurvival LOL give us modding servers we want 5000000 heli and vehicles"... You know what killed DayZ mod really ? F'in Epoch, Taviana, Origins. (Apart from bugs and incompatibility of game engine with such a mod). He/She who are still complaining about "Wheres the mod support?"; *Go to Steam library. *Right click on DayZ *Remove the game from harddisk. *Go play/bother something/someone else... -
We're running into that too. Make the most out of them while they last but frankly this bug is going to severely impact gameplay while it exists- regardless of their utterly embarrassing presence in the game. You lag when you look at them, you lag when you're around them in other vehicles... you lag when you drive them... you lag as a passenger... But- when you have one and you're not worried about getting killed it sure beats Shift-W for 40 minutes.
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Sup guyz, i have a big problem in DayZ. Every Restart my vehicles despawn.... sometimes it still there for one restart but secound restart it despawn. Anyone got the same problem? Hope anyone could help me. iTzBlackout
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Ok the goal of this idea is to increase the odds of player interaction (for the most part) out in the wilderness of Chernarus. Currently it's quite rare to run into other players outside of towns/hotspots etc. Assuming the Arma3 audio has been fully implemented, which will help nearby players hear gunshots/explosions/vehicles etc. And allow players to more easily pinpoint a direction from where the sound came from. (Can't wait for this!). This idea goes beyond the hearing distance/radius of a player. Events and Actions being performed by players in your 'general' vicinity (but beyond your hearing range) can be indicated to you via a very subtle onscreen indicator. This concept will give you 'clue' that some kind of player activity is occurring nearby and would provide a rough direction from where the event is occurring. Some examples of a very quick subtle visual clue that I can think of might be. A quick Arma2 style Peripheral Dot flash / or mini Directional Screen flash (using colours to estimate distance). A simple one time message via the status message system ("I sense voices on the wind somewhere to my North" or "I sense startled animals in the grasslands to the East" or "I smell smoke/(death?) on the wind from the West"). A player idle animation, 'Head Turning that Listens towards a direction' that only occurs when you stop and stand still for a moment (or sitting at camp etc.) Perhaps it's an Audio clue or some type? (A buzzing in your head / a spidey sense?). To go with this, the longer your player has survived, the more attune they become to their environment. These clues might become easier to recognise with your character age/experience. This adds more incentive to care about your player (it becomes like a learned 'soft skill' mentioned by the devs). This idea is not to be implemented immediately with fresh spawns on the coast, it starts very subtly once your player has survived for a set period of time (a few days or more / perhaps gained some kind of experience / up to full health etc.). To be totally clear, I am all for immersion! This method of relaying the information to the player needs to be very clever / hard to catch, and only recognisable by the experienced Dayz survivor. I'm not for cluttering the interface, hand holding or spamming the player with visual indicators etc. Some of the most intense / long lasting / life threatening etc. interactions I have had, have been out in the Wilds of Chernarus! I just wish they occurred more often, and I think it's so rare (for me anyway) because it's so hard to find players when your away from towns/etc. It's just an idea, anyone care to add to this ?
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Severe fps drom when driving vehicles
Funkmaster Rick replied to BlinkingRiki182's topic in General Discussion
I've been told that driving V3S's near other vehicles causes unbearable, computer-is-running-on-diesel stutter-lag. Maybe this hearkens back to when putting two persistence items on the same plane of existence would cause a divide-by-zero singularity? -
The new update brings a decent fps boost on my machine (HD7970) but I've noticed a severe frame drop while driving vehicles. A friend who owns a TitanX also experiences this. At first the drop is not noticeable but after several minutes of driving you'd be hitting several fps/s, especially around towns. I'm wondering what your experience with vehicles is on 0.60 and if the frame drop might be server related?
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Contents This Week Dev Update/Hicks Dev Update/Viktor Dev Update/Andrej Community Spotlight Dev Update/Hicks Greetings Survivors, As I'm sure most of you already know - 0.60 build was moved to Stable branch last week during E3. It is but one step towards 1.0, but one that we were all excited to get into your hands. While the build has been enjoyed by over 400,000 people since hitting stable branch, we've been keeping our eye on issues present on the build - and have been working towards a hotfix for the most critical issues, while also moving forward on 0.61. Current top issues for a hotfix are: - AI Related Server Crash - Container Lifetime Refresh Issue - Known Duplication Methods - Vehicle Location/Position Persistence With those being worked on - the milestone goals for 0.60 have been achieved, and we can look forward towards our goals for 0.61. 0.60 Build Milestone Goals: - New Renderer: Implemented - Randomized Attachments & ItemsRandom: Implemented - New Reload Mechanics: Implemented - 60 Player-per-instance: Implemented 0.61 Milestone Goals: - Server Login Queue - Merge of New Audio Technology from Arma 3 Eden Update - Update of Weapon Sounds for New Audio Technology - Dynamic Spawning of Infected - Predators (Wolves) I'll be at RTX in Austin, Texas early next month to talk about 0.61 and show some early representations of some of the systems, as well as recap 0.60 and what was achieved there. For those not attending the show, we'll be recording the audio off the sound board - and will match it with the presentation media and upload to our Youtube channel. Lastly, we'll be experimenting with uploads to our DayZDevTeam YouTube channel at 4k on the new nVidia GTX 1080 card, so for those eager to see how that performs on 0.60 - keep an eye out for that. A massive thanks from all of us at the DayZ Dev Team to those participating in the Early Access period and especially to the 415,000 who have joined us in testing 0.60 over the last two weeks. - Brian Hicks / Creative Director Dev Update/Viktor In past week there have been some cool animations finished. To mention some of them, we have now attaching and detaching doors for vehicles, new reload animations include Winchester and there is also completely new reload for M249. The infected have received idle variations and few different door attacks. The upcoming player character can hold items and aim using new aim spaces. We are still polishing existing animations for changing stances and movements. The way the character reacts to controls is great, the fact that we can blend multiple animations means it's fluent, not limiting and it looks much better. For instance you can start running and go to crouch at the same time and you can raise your weapon as well, or you can change your mind and go back to the original pose - all in the transition itself - without any limitation or interruption. There is still a lot in front of us for the new player controller from small tasks to complex features. In the next weeks we will focus on improving dynamics for character locomotion, finish camera behavior and start implementing new reload animations. - Viktor Kostik / Lead Animator Dev Update/Andrej Hi everybody, After a long silence from the audio department, I am delighted I can talk about some big improvements and upgrades we have planned moving toward 0.61. Our programmers worked hard on implementing our new Audio system which will also be the core of the Enfusion Audio. In the coming updates we will have completely new gunshots sounds with new distance parameters and attenuation and frequency curves which are enormous improvement over existing ones. You will be able to distinguish distance and position of the shots fired with greater precision. Also new sound effects we made are better quality and have greater diversity, so you could recognize which type of weapon is firing more easily. In the coming updates we also plan to consecutively upgrade ambient sounds which will be an enormous core upgrade, but also vehicle sounds, melee and all character sounds that will compliment the new character animations you've been told about. - Andrej Sinkević / Lead Sound Designer Community Spotlight About a week ago we had the 0.60 version going live on Stable branch and we are of course happy to see that players are helping us out by reporting loads of bugs on the Feedback Tracker! In that regard, we can see that there might be a bit of confusion as to how the persistence (refreshing lifetime) works for containers at the moment. Basically, in order to renew the lifetime of a container left on the ground, this can be a barrel, a tent, a backpack, or even a piece of clothing, you will have to manipulate the inventory of that particular container. This can be done by moving items around inside the container or placing a new object inside the container for example. It is not enough to just pick up the container and moving it to a different location. Again, we're thankful for all the reports received so far, and please don't be shy, do keep those reports coming. Thanks for sticking with us until now, we hope you're enjoying 0.60 so far! Awesome header image submitted by: Charles W. Owens - SMoss / Community Manager
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DayZ Nostalgia - DayZ like it was back in the days
ChrisSurvSand replied to Simon of Doom's topic in Mod Servers & Private Hives
Newest update for the mod was released a few minutes ago: DayZ Nostalgia v1.4 Removed Humanity-Regen due popular demand Removed L85 Holo from the game (as it replaced L85 AWS in the later versions) and replaced existing ones with M4A1 Holo Spawning-Position of the Huey-Helicopter on Skalisty Island should be correct now New vehicle script in place: Unused boats and bicycles will despawn after 2 days. All other unused vehicles will despawn after 7 days. Download the mod via our launcher or directly via modfiles! We also reached two peaks - we got 18 players at the same time playing yesterday and also reached 100+ members on the DayZ Nostalgia Steam group! -
Wow man! This is one of the best posts i have ever seen on this forum. And to see you S3V3N posting this, you have been defending the devs like a fanboy, and now this, good man! I agree 100% of your post. Have you guys seen the roadmap for 2015? It feels like a joke! I mean I have been following several mods during my gaming years and they have similar newspost intervalls like this professional devteam?! I mean DayZ went into early access project, but the project got to end, How long does a videogame develop time take?! Bring in your ppl bohemia and get right. Look at this roadmap for 2015 by Smoss.. gosh! The DayZ development team in association with Bohemia Interactive would like to announce that having completed our first year of Early Access development, we have reached an important project milestone. Looking forward into the opportunities and obstacles of the coming year, we would like to share our plans and goals for 2015. These plans change over time, and internally the team has reviewed our progress this year against where we want DayZ to be at 1.0. Compiling this data we have completed a light roadmap based on our experience with the project for the upcoming year, and this is a taste of exciting things to come that we can look forward to. Q1 2015 Basic vehicles - V3S yes, vehicle maybe Central economy (advanced loot distribution) New renderer - Released 15th of June 2016 New Zombie AI - Nope Basic stealth system (zombies, animals, ...) Nope Diseases - Almost nope Q2 2015 Advanced vehicles (repair, modifications, ...) Nope Advanced animals - life cycle, group behavior Nope, mayve group behaviour Player statistics - Nope New UI Stamina / fatigue - UI came with 0.60 in 2016 experimental Dynamic events - 2016 Q3 2015 Traps - Bearly Barricading - Nope Character life span + soft skills - Nope Animal predators - birds - Nope Aerial transport - nope Console prototype - nothing we know of Q4 2015 BETA version - yes, i mean nope Animal companions (dog, horse) - nope Steam community integration (Achievements, Steamworks modding, etc) - nope Construction (building shelters / walls / ...) - nope Along with the remaining updates this year you can expect a new price point for DayZ, a slight increase to 27.99 EUR/34.99 USD. - YES, LOL! This is part of a gradual price change as we progress with the development and reach the goals that we along with your help set for the project. We would like to avoid a sudden increase in price once we hit 1.0. Don`t be discouraged by this increase however, the current price of 23.99 EUR/29.99 USD will still be available during the Steam fall sale. If you want to jump into DayZ, now is a good time. We are all very excited to announce that the first half of 2016 will introduce our final version and release from early access, with our final price point of 39.99 EUR / 49.99 USD. - BIG NOPE See you in Chernarus! 2020 - Maybe Roadmap derailed Though i enjoy DayZ very much, but what can I say.. Get real?
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The Vehicles Are very good and yes very difficult to find the parts, but not at all impossible. I think the vehicles are being used and built more on private servers than public because of the time involved and how easy it is to be killed in one on fuller public servers. The only problem we seem to be having now with .60 are the vehicles aren't spawning where they are supposed to, they are random all over the map,even in the woods. The other problem with.60 is the vehicles not always being persistant and dissappearing . Really aggravating when it's loaded with loot that you spent hours and hours sometimes collecting, not to mention the hours spent finding the parts for the vehicle.
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Firstly.. I really want responses from people who understand the mechanics of this game and how the loot system works. From my understanding it's persistence.. and this is where I'm pissed. I've played the alpha since it came out in 2013. My friends and I would play for hours. It was buggy, we would die from walking down stairs, etc., but the ONE thing that kept us playing was the loot. It didn't matter if it was a fresh server or not, we knew where to go. Now, I'm not blaming them for changing loot spawns, but it's absolutely ridiculous that I've played with several people together on the same sever several times and after 30+ minutes we can only find Pipsi or some stupid Michelin tires. Really? Don't tell me to go up north either. Been there done that and found a revolver with no ammo. The loot respawn needs to change. This game has been in alpha for 3 years and THE ONLY change worth mentioning is that your computer won't crash every time you go into town. This community is losing players quick, it's quite sad because if you could easily find loot and not snow tires people would want to group up for bambis or to do stuff. Instead, you join a sever and spend most of your time running around hoping the loot has spawned near you. It's not fun or intense it's absolutely reprehensible. Please someone, anyone, JUSTIFY this. Tell me it's "alpha bro" so I can point you to H1Z1 which hasn't been around as long but has more players and WAY MORE content (vehicles, better loot spawns) than DayZ. Bohemia already got their money from us stupid enough to believe they would make this game great. They should be arrested for robbing us all and thrown in jail. Seriously.. we aren't even talking about the horrid graphics.. we don't care. MAKE THIS PLAYABLE WITH LOOT AND NOT A RUNNING SIMULATOR. You're regressing! SHAMEFUL!
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Some of the old go to buildings are simply not spawning loots, i have had lots of luck with sheds, wrecked vehicles and deer stands. Even police stations were pretty hit and miss, found more weapons and ammo in vehicles.